def run(self): mainScene = Scene.MainScene(self.game) maidScene = Scene.MaidScene(self.game) mainScene.enterMaid() while True: maidScene.enterExercise() maidScene.leaveExercise()
def __init__(self, w, h, title): self.cam = Camera(90.0, 800/600,1, 100000.0) self.eye = [0.0, -2000.0, 3800.0] self.target = [0.0, 0.0, 2500.0] self.up = [0.0, 0.0, 1.0] self.cam.setPos(self.eye, self.target) self.timer = Timer() self.gridMode = False self.gridAngle = 0 self.gridAxis = [1,0,0] self.graphics = Graphics() self.lighting = Lighting() self.scene = Scene() self.background = Background() self.obj_basic = OBJ('island_basic_1.obj', swapyz=True) self.obj_snow = OBJ('island_basic_snow.obj', swapyz=True) self.obj_rain = OBJ('island_basic_rain.obj', swapyz=True) self.obj = self.obj_basic glutInit(sys.argv) glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH) glutInitWindowSize(w, h) glutInitWindowPosition(800, 600) glEnable(GL_DEPTH_TEST) glShadeModel(GL_SMOOTH) self.lighting.LightSet()
def __init__(self, w, h, title): self.KeyInputState = { "reset": False, "space": False, "b": False, "v": False, "g": False, "h": False, "n": False } self.cam = Camera(60., 1.0, 0.1, 1000.0) #self.cam.setPos([0,10,1], [0,0,0]) #self.cam.setPos([10,10,10], [0,0,0]) #self.cam.setPos([10,5,10], [0,0,0]) #self.cam.setPos([10,2,10], [0,0,0]) self.cam.setPos([20, 10, 10], [0, 0, 0]) self.timer = Timer() self.gridMode = False self.gridAngle = 0 self.gridAxis = [1, 0, 0] self.graphics = Graphics() self.lighting = Lighting() self.scene = Scene() self.background = Background() glutInit(sys.argv) glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH) glutInitWindowSize(w, h) glutInitWindowPosition(100, 100) glutCreateWindow(title) glClearColor(0.25, 0.25, 0.25, 1.0) glEnable(GL_DEPTH_TEST) self.lighting.LightSet()
class SceneBuilder(): def __init__(self, display): self.display = display self.scene = Scene(display) self.id_counter = 0 def add_light(self): light = Light(self.display, color=(0, 0, 0)) obj = Object_Instance(light=light, id=self.id_counter) self.scene.add_instance(obj) self.id_counter += 1 def add_movement(self, light_id, type=None): obj_inst = self.get_light_with_id(light_id) s = MovementSchedule() if obj_inst.movement_schedule is None: obj_inst.movement_schedule = s else: obj_inst.movement_schedule.add_schedule(s) def get_light_with_id(self, id): for obj in self.scene: if obj.id == id: return obj
def run(self): mainScene = Scene.MainScene(self.game) maidScene = Scene.MaidScene(self.game) battleScene = Scene.BattleScene(self.game) if not mainScene.enterMaid(): return while True: maidScene.enterExercise() battleScene.leaveBattle(False)
def run(self): mainScene = Scene.MainScene(self.game) precombatScene = Scene.PrecombatScene(self.game) exerciseScene = Scene.ExerciseScene(self.game) mainScene.enterPrecombat() precombatScene.enterExercise() for i in range(5): exerciseScene.enterExercise() exerciseScene.leaveExercise() exerciseScene.back() precombatScene.back()
def run(self): mainScene = Scene.MainScene(self.game) precombatScene = Scene.PrecombatScene(self.game) c01s01Scene = Scene.C01S01Scene(self.game) battleScene = Scene.BattleScene(self.game) mainScene.enterPrecombat() precombatScene.enterSubcapter(1, 1) while True: c01s01Scene.enterAmbush() battleScene.leaveBattle() c01s01Scene.leaveAmbush()
def run(self): mainScene = Scene.MainScene(self.game) precombatScene = Scene.PrecombatScene(self.game) c03s04Scene = Scene.C03S04Scene(self.game) battleScene = Scene.BattleScene(self.game) mainScene.enterPrecombat() while True: precombatScene.enterSubcapter(3, 4) while c03s04Scene.bossExist: c03s04Scene.weighAnchor() battleScene.enterBattle() battleScene.leaveBattle()
def run(self): mainScene = Scene.MainScene(self.game) precombatScene = Scene.PrecombatScene(self.game) exerciseScene = Scene.ExerciseScene(self.game) battleScene = Scene.BattleScene(self.game) mainScene.enterPrecombat() precombatScene.enterExercise() while True: if not exerciseScene.enterExercise(): break battleScene.leaveBattle(False) exerciseScene.back() precombatScene.back()
def run(self): mainScene = Scene.MainScene(self.game) precombatScene = Scene.PrecombatScene(self.game) c01s01Scene = Scene.C01S01Scene(self.game) battleScene = Scene.BattleScene(self.game) mainScene.enterPrecombat() if not precombatScene.enterSubcapter(1, 1): precombatScene.back() return while True: c01s01Scene.enterAmbush() battleScene.enterBattle() battleScene.leaveBattle(False) c01s01Scene.leaveAmbush()
def Dialogue(screen, sceneN, line): scene = Scene.Scene(sceneN, line) inGame = True scene.draw(screen) while inGame: for event in pygame.event.get(): if event.type == QUIT: return ["Quit", ""] if event.type == KEYDOWN: if event.key in [K_RETURN, K_SPACE]: finish = scene.nextLine() if finish: next = scene.getEnd() toReturn = [] if "Choice" in next: toReturn = ["Choice", next, 0] elif "Scene" in next: toReturn = ["Dialogue", next, 1] elif "End" in next: toReturn = ["End", next, 0] elif "battle" in next or "Battle" in next: toReturn = ["Battle", next, 0] elif "title" in next or "Title" in next: toReturn = ["Title"] return toReturn scene.draw(screen) if event.key == K_s: return [ "Save", "Dialogue", sceneN, scene.getCurrentLine(), screen.copy() ] pygame.time.wait(50)
def __init__(self, filepath): # Load GLTF file self.gltf = GLTF2().load(filepath) self.path = filepath self.buffer = None self.bufferviews = None self.scene = Scene() # Load Buffer with open(path.dirname(self.path) + '/' + self.gltf.buffers[0].uri, mode='rb') as file: buffer = file.read() print(self.path + ' loaded.') self.buffer = buffer # Get buffferviews self.bufferviews = [] for item in self.gltf.bufferViews: if item.byteOffset: self.bufferviews.append( buffer[item.byteOffset:item.byteOffset + item.byteLength]) else: self.bufferviews.append(buffer[:item.byteLength]) # Fill Scene object. self.scene.texture_list = self.create_texture_list() self.scene.material_list = self.create_material_list() self.scene.mesh_list = self.create_mesh_list() self.scene.nodelist = self.create_node_list()
def show_scene(scene_id): if app.director.hue_bridge is None: flash("Hue bridge settings must be saved first", category="error") return redirect(url_for('show_settings'), code=302) if request.method == "POST": scene = parse_scene(request.values) if scene_id != scene.name and scene_id != 'new': app.director.rename_scene(scene_id, scene.name) flash("Scene renamed from " + scene_id + " to " + scene.name + " and updated") elif scene_id == "new": flash("Scene " + scene.name + " added") else: flash("Scene " + scene.name + " updated") app.director.update_scene(scene) app.director.save_config() return redirect(url_for('show_scenes'), code=303) else: if scene_id == 'new': scene = Scene.Scene() else: scene = app.director.scenes[scene_id] return render_template('scene.html', lights=app.director.get_lights_by_id(), groups=app.director.get_groups(), scene=scene)
def getSources(self, people, locations, duration): '''Accepts DataFrame of people, and returns a source with a random location in the corresponding to each person a.''' sources = [] for index, person in enumerate(people["ID"]): fullPath = f"{self.directory}/{person}" chapters = os.listdir(fullPath) book = random.choice(chapters) sentences = [ clip.replace("\\", "/") for clip in sorted(glob.glob(fullPath + f"/{book}/*.flac")) ] name = f"s{person}-b{book}-d" line = sentences.pop(0) currDur = sf.info(line).duration data, sampRate = sf.read(line) lastNum = "0000" for line in sentences: if currDur < duration: currDur += sf.info(line).duration data = np.append(data, sf.read(line)[0]) lastNum = line[-9: -5] #isolate the line number from filename else: break sources.append( Scene.Source(location=locations[index], name=name + lastNum, data=(data[:sampRate * duration], sampRate))) del data return sources
def init(data): data.level = Scene(Node(Mesh.triangularPyramid(Vec3(0, 0, 500))), Camera(Vec3(0, 0, 0), 250, data.width, data.height)) data.level.root.addChildren(Node(Mesh.cube(Vec3(200, 200, 500)))) data.screen = Display(data.level) data.paused = True data.looking = False data.prevX = 0 data.prevY = 0
def run(self): # mainScene = Scene.MainScene(self.game) # precombatScene = Scene.PrecombatScene(self.game) c03s04Scene = Scene.C03S04Scene(self.game) # battleScene = Scene.BattleScene(self.game) # while True: # precombatScene.enterSubcapter(3, 4) # while c03s04Scene.bossExist: c03s04Scene.enterBattle()
def __init__(self, parent, id): wx.Frame.__init__(self, parent, id, 'fengxEngine', size=MAIN_WINDOW_SIZE,style=wx.DEFAULT_FRAME_STYLE) #---------------main Window settings----->>>> self.SetBackgroundColour((225,225,225))#MAIN_BG_COLOR) self.icon = wx.Icon(ICON_PATH, wx.BITMAP_TYPE_ICO) self.SetIcon(self.icon) self.CreateStatusBar() #self.SetStatusText("fengxEngine: tartPos: "+str(TARGET_POS)+"eyePos: "+str(EYE_POS) ) self.scene=Scene.mainGlCanvas(self)
def __init__(self, w, h, title): self.cam = Camera(60., w / h, 0.1, 1000.0) self.cam.setPos([10, 5, 10], [0, 0, 0], [0, 1, 0]) self.timer = Timer() self.gridMode = False self.gridAngle = 0 self.gridAxis = [1, 0, 0] self.graphics = Graphics() #self.lighting = Lighting() self.scene = Scene() self.background = Background() glutInit(sys.argv) glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB | GLUT_DEPTH) glutInitWindowSize(w, h) glutInitWindowPosition(0, 0) glutCreateWindow(title) glClearColor(0.25, 0.25, 0.25, 1.0) glEnable(GL_DEPTH_TEST)
def collectScenes(self): self.groupdir = datadir + self.featuresFolder + '/' print self.groupdir self.scenes=[] for subdir, dirs, files in os.walk(self.groupdir): for dir in dirs: type, id = self.extractSceneFolder(dir) if (type==self.type): s = Scene(type,id,featuresFolder=self.featuresFolder,maxInstances=self.maxInstances,loadNPZ=self.loadNPZ) self.scenes.append(s) self.scenes = np.array(self.scenes)
def set_level(lvl, plr): global board, all dmg = int(lvl) all = pygame.sprite.Group() board = Scene.Board(offset, "Levels/tileset_named", load_image("board.png", (255, 255, 255, 255)), "Levels/" + lvl, "Levels/obj_" + lvl, ["1", "2"], "5", "3", "6", 64) for coord in board.enemyes: x, y = coord vraszina = Persona.Enemy(player, 200, offset, load_image("enemy.png", (0, 0, 0, 255)), x, y, 64, 64, 3, 4, 6, ["move", "attack", "stay"], board, damage=dmg) all.add(vraszina) for coord in board.obj: x, y, t = coord if t: Scene.Exit(offset, all, load_image("ext.png"), player, x, y) else: Scene.Chest(offset, all, load_image("cht.png", (255, 255, 255, 255)), player, x, y, 2) x, y = plr player.set_coords(x, y) player.win = 0 player.inventory = 0 all.add(player) player.board = board player.hp = player.mx_hp
class Map(): scenes = { 'Scene': Scene(), 'Intro Setup': Intro_Setup(), #'Choose Character': Choose_Character(), 'Intro World Opening': Intro_World_Opening(), 'Talihu': Talihu() } def __init__(self, start_scene): self.start_scene = start_scene def next_scene(self, scene_name): return Map.scenes.get(scene_name) def opening_scene(self): return self.next_scene(self.start_scene)
def __init__(self, parent, title): wx.Frame.__init__(self, parent, title=title) self.scene = Scene(self) ######## MENU ################ self.menu = SeqMenu(self) self.SetMenuBar(self.menu) ######## TOOL BAR ############ #self.tb = Tb(self.scene) ######## create status bar ### status = self.CreateStatusBar() ######## METHODES ############ self.Maximize() self.Show()
def __init__(self): # Screen size screen_width = 1024 screen_height = 768 # Screen size self.screen = pygame.display.set_mode([screen_width, screen_height]) pygame.mixer.init() # Start pygame pygame.init() pygame.display.set_caption('Obvious!') self.scene = Scene.Scene() self.ended = False self.clock = pygame.time.Clock()
def parse_scene(values): re_light = re.compile(r'light\[(\d+)\]\[(\w+)\]') re_color = re.compile(r'color\[(\d+)\]') scene = Scene.Scene() if values["name"] != '': scene.name = values["name"] if values["description"] != '': scene.description = values["description"] if values["transition-time"] != '': scene.transitiontime = values["transition-time"] if values["type"] != '': scene.type = values["type"] if values["interval"] != '': scene.interval = int(values["interval"]) lights = {} colors = {} for value in values: m = re_light.match(value) if m is not None and m.lastindex == 2: index = int(m.group(1)) if index not in lights: lights[index] = {} lights[index][m.group(2)] = values[value] else: m = re_color.match(value) if m is not None and m.lastindex == 1: colors[int(m.group(1))] = values[value] for key in sorted(lights): light = lights[key] (light_type, light_id) = light['light'].split('-') light['type'] = light_type light['id'] = int(light_id) del light['light'] scene.add_member_rgb(light) for key in sorted(colors): scene.add_color_rgb(colors[key]) return scene
def main(self): # Create window at center os.environ['SDL_VIDEO_CENTERED'] = '1' # Initialize Pygame and set up the window pygame.init() size = [SCREEN_WIDTH, SCREEN_HEIGHT] screen = pygame.display.set_mode(size) pygame.mouse.set_visible(True) # Read resource ResourceManager.instance().read_resources(RM_path) # Create an instance of the Game class #game = GameManager() #game.change_state(Scene()) GameManager.instance().change_state(Scene(ResourceManager.instance().scene_path_list['MAIN_SCENE'])) clock = pygame.time.Clock() # Main game loop while not self.done: pygame.display.set_caption((' ' * 130) + 'UnBlock Me - FPS : ' + str(round(clock.get_fps(), 1))) # Check if exit game self.done = GameManager.instance().get_running_state() # Process events (keystrokes, mouse clicks, etc) GameManager.instance().process_events() # Update object positions, check for collisions GameManager.instance().update() # Draw the current frame GameManager.instance().draw(screen) # Pause for the next frame clock.tick(60) # Close window and exit pygame.quit() quit()
def __init__( self, xmlfilePath, xmlfileName ): # retrieve working directory info self.workingDirPath = xmlfilePath self.sceneDecriptor = xmlfileName # check xml self.parseWithValidation_xml( 'SceneDescription.dtd' ) # initialize objects from roadscene self.scene = modulScene.Scene( self.root ) self.targetParameters = modulTargetParameters.TargetParameters( self.root ) self.lidcs = modulLIDCs.LIDCs( self.root ) self.headlights = modulHeadlights.Headlights( self.root ) self.poles = modulPoles.Poles( self.root ) # start methods/functions self.checkSenseOfParameters( ) self.calcMeasurementField( ) self.calcOpeningAngle( )
def __init__(self, parent = None, scene = None): qt.QWidget.__init__(self, parent) self.setWindowTitle('Scene Control Widget') if scene is None: self.scene = Scene.Scene(name='Scene') else: self.scene = scene self.mainLayout = qt.QHBoxLayout(self) self.mainLayout.setMargin(0) self.mainLayout.setSpacing(0) self.sceneWidget = SceneWidget.SceneWidget(self, scene=self.scene) self.selectedObjectControl = Object3DConfig.Object3DConfig(self) self.mainTab = self.selectedObjectControl.mainTab self.tabScene = qt.QWidget(self.mainTab) self.tabScene.mainLayout = qt.QGridLayout(self.tabScene) self.tabScene.mainLayout.setMargin(0) self.tabScene.mainLayout.setSpacing(0) self.coordinatesWidget = SceneCoordinates.SceneCoordinates(self.tabScene) self.coordinatesWidget.observerWidget.hide() #self.movementsWidget = Object3DMovement.Object3DMovement(self.tabScene) #self.movementsWidget.anchorWidget.hide() self.tabScene.mainLayout.addWidget(self.coordinatesWidget, 0, 0) #self.tabScene.mainLayout.addWidget(self.movementsWidget, 1, 0) vspacer = VerticalSpacer(self.tabScene) self.tabScene.mainLayout.addWidget(vspacer, 2, 0) self.mainTab.addTab(self.tabScene, "SCENE") self.mainLayout.addWidget(self.sceneWidget) self.mainLayout.addWidget(self.selectedObjectControl) configDict = self.scene[self.scene.name()].root[0].getConfiguration() self.selectedObjectControl.setConfiguration(configDict) self.connect(self.sceneWidget, qt.SIGNAL('SceneWidgetSignal'), self._sceneWidgetSignal) self.connect(self.coordinatesWidget, qt.SIGNAL('SceneCoordinatesSignal'), self._sceneCoordinatesSlot) return self.connect(self.movementsWidget, qt.SIGNAL('Object3DMovementSignal'), self._movementsSlot)
def createReceivers(steering, origin, numRecs=8, spacing=0.0186): '''Creates a linear microphone array normal in the xy-plane to the given steering vector. Returns a list of receivers centered around the origin. Default parameters are based on the microphone array used in: M. H. Anderson et al., “Towards mobile gaze-directed beamforming: a novel neuro-technology for hearing loss,” in 2018 40th Annual International Conference of the IEEE Engineering in Medicine and Biology Society (EMBC), Jul. 2018, pp. 5806–5809, doi: 10.1109/EMBC.2018.8513566. ''' direction = Geo.Vec(steering["y"], -steering["x"], 0).unit() arrayLength = direction * (numRecs * spacing * 0.5) receivers = [ Scene.Receiver(origin + direction * index - arrayLength, name=f"channel {index}") for index in range(numRecs) ] return receivers
def main(): # Create window at center os.environ['SDL_VIDEO_CENTERED'] = '1' # Initialize Pygame and set up the window pygame.init() size = [SCREEN_WIDTH, SCREEN_HEIGHT] screen = pygame.display.set_mode(size) pygame.mouse.set_visible(False) # Read resource ResourceManager.read_resources(RM_path) # Create an instance of the Game class game = GameManager() game.change_state(Scene()) done = False clock = pygame.time.Clock() # Main game loop while not done: pygame.display.set_caption("Troll Shooting - FPS : " + str(round(clock.get_fps(), 1))) # Process events (keystrokes, mouse clicks, etc) done = game.process_events() # Update object positions, check for collisions game.update() # Draw the current frame game.draw(screen) # Pause for the next frame clock.tick(60) # Close window and exit pygame.quit()
def load_config(self): try: config_fp = open(os.path.join(self._config_path, 'HueISY.json')) config = json.load(config_fp) config_fp.close() except IOError: config = {} secret_key = config.get("SecretKey") if secret_key is not None: self._secret_key = base64.b64decode(secret_key) else: self._secret_key = None self._Hue_IP = config.get("HueIP", "") if self._Hue_IP == "": self._Hue_IP = phue.Bridge.get_ip_address() self._Hue_Username = config.get("HueUsername", "") self._Isy_IP = config.get("IsyIP", "") if self._Isy_IP == "": from ISY.IsyDiscover import isy_discover result = isy_discover(timeout=30, count=1) if len(result) == 1: import urlparse self._Isy_IP = urlparse.urlparse( result.values()[0]['URLBase']).netloc self._Isy_User = config.get("IsyUser", "") self._Isy_Pass = config.get("IsyPass", "") for action_cfg in config.get("actions", {}): action = Action.Action(settings=action_cfg) self._actions[action.name] = action for trigger_id in action.triggers: self._trigger_actions[trigger_id] = action for scene_cfg in config.get("scenes", {}): scene = Scene.Scene(settings=scene_cfg) self._scenes[scene.name] = scene
def buildScene(self, file): '''Makes a new scene from the given file.''' switch = { 'vv': self.parseVertex, 'am': self.parseAmbiMat, 'dm': self.parseDiffMat, 'sm': self.parseSpecMat, 'ts': self.parseTriangle, 'ss': self.parseSphere, 'ps': self.parsePlane, 'se': self.parseSettings, 'pl': self.parsePointLight, 'dl': self.parseDirecLight, 'cc': self.parseCamera } def f(x): input = x.split() if input and not input[0].startswith('#'): try: switch[input[0][:2]](*input[1:]) except KeyError: print 'No build-case for "' + input[0] + '"' map(f, file) def g(x): return x[0](*x[1]) scene = Scene( self.camera[0](**self.camera[1]), map(g, self.lights), map(g, self.shapes), self.settings['d'], self.settings['s'], self.settings['a'], self.settings['m'], self.settings['i'], ) return scene
def test_scene(): GAME_STATE.player = characters.Player(name='Testy', gender='f') Scene.run_scene(TEST_SCENE_PROMPT, 'troid') Scene.run_scene(TEST_SCENE_NO_PROMPT, 'gelliot', 'ille', wombat='I am a wombat')
def show3(self,l=-1,amb=False,sc='all'): """ Display constraints and theirs boxes through geomview. geomview parameters are the following self.parmsh['display']=False # launch geomview interactively self.parmsh['scene']=True # display whole scene self.parmsh['boxes']=True # display constraint box self.parmsh['constr_boxes']=False # display constraint box self.parmsh['estimated']=True # display estimated point ... .. todo: create a .ini file for geomview parameters :Parameters: l : layer number to observe. If -1 estimation is made on the highest available layer. default = -1 amb : display ambiguous boxes. default = false sc : display all constraint or give a list with the constrinat number to observe ex: [0,1,3]. default 'all' :Returns: Nothing but calls a geomview instance """ Nc = self.Nc filename = "./geom/cla.list" fd =open(filename,"w") fd.write("LIST\n") par=self.parmsh if par['constr_boxes']: if l==-1: if sc == 'all': for c in self.c: c.parmsh['display']=False c.parmsh['scene']=False fname = c.show3() fd.write("{<"+fname+".list}\n") else : try: for vsc in sc: self.c[vsc].parmsh['display']=False self.c[vsc].parmsh['scene']=False fname = self.c[vsc].show3() fd.write("{<"+fname+".list}\n") except : self.c[sc].parmsh['display']=False self.c[sc].parmsh['scene']=False fname = self.c[sc].show3() fd.write("{<"+fname+".list}\n") else: self.c[l].parmsh['dispay']=False self.c[l].parmsh['scene']=False fname = self.c[l].show3() fd.write("{<"+fname+".list}\n") col = ['r','b','g','m','y','b','r'] if par['scene']: an= np.zeros(len(self.bn)) for c in self.c: an=np.vstack((an,c.p)) S=Scene(an=an,bn=self.bn) sce=S.generate() if par['estimated']: try : sce = g.cloud(self.pe,display=False,name='scene',color='k',dice=6,access='append') except : pass fd.write("{<"+sce+"}\n") if par['boxes']: for l in self.dlayer.keys(): self.dlayer[l][0].parmsh['display']=False self.dlayer[l][1].parmsh['display']=False try : fname = self.dlayer[l][0].show3(col=col[Nc-l+1],Id=l) fd.write("{<"+fname+"}\n") except : pass if amb : coco=['r','v','b','y'] fname = self.dlayer[l][1].show3(col=col[Nc-l],Id=l+1) # fname = self.dlayer[l][1].show3(col=coco,Id=l+1) fd.write("{<"+fname+"}\n") fd.close() chaine = "geomview -nopanel -b 1 1 1 " + filename + " 2>/dev/null &" os.system(chaine)
elif scene.player.onLeft: scene.player.vx += -3 scene.player.vx += 3 if keys[K_LEFT]: if scene.player.onTop: scene.player.vx += -2 else: scene.player.vx += -0.1 if keys[K_RIGHT]: if scene.player.onTop: scene.player.vx += 2 else: scene.player.vx += 0.1 scene = Scene(window_class, window, fpsClock) # Load Scene while not gameShouldClose: # game loop getevents() scene.update() # Graphics window.fill((0, 0, 0)) scene.draw() fpsClock.tick(FPS) pygame.display.flip() pygame.quit() sys.exit(0)
from rtools import rsplit as rp __author__ = 'astrowar' from shlex import split as sp import re from Scene import * s = Scene() #macro comandos s << rp("Kind book Thing") s << rp("Instance diary book") s << rp("Kind Animal Thing" ) s << rp("Kind Ox Animal" ) s << rp("Instance jairo Ox" ) s << rp("Set diary rare" ) s << rp("Set diary hidden" ) s << rp("Set [location book] library" ) s << rp("Set [title diary] untitled" ) s << rp("Set book portable" ) s << rp("Kind Color KindValue ") s << rp("Instance red Color") s << rp("Instance blue Color") s << rp("Instance green Color")